Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls.
The druid is an archetype of the beastmaster class.
Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
A druid casts geomancer spells, which are drawn from the geomancer spell list. A druid begins play with 3 1st level geomancy spells of her choice. The druid also selects a number of additional 1st-level spells equal to her Wisdom modifier to add to her list of spells. Each time a character attains a new beastmaster level, she gains two spells of her choice to add to her list of spells. The two free spells must be of spell levels she can cast. Like most mages, a druid can find or purchase scrolls with spells to add to her repertoire.
To learn or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. In addition, a druid gains additional MP for having a high attribute (Wisdom).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain MP.
This ability replaces rage, shared rage (from animal companion), all rage powers, and mighty rage.
|Level||Base MP||Spell Level|
Animal Focus (Su)
At 1st level, a druid can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her druid level. The druid can use this ability for a number of minutes per day equal to her beastmaster level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The druid can emulate only one animal at a time.
The druid can also apply one of these aspects to her animal companion. Unlike with the druid herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the druid’s minutes of duration per day—it remains in effect until the druid changes it. The companion’s aspect can be the same aspect the druid has taken on or a different one. The druid can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the druid’s animal companion is dead, the druid can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the druid changes it instead of counting against her minutes per day.
- Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
- Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
- Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
- Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
- Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Mouse: The creature gains evasion, as the thief class feature. At 12th level, this increases to improved evasion, as the thief advanced talent.
- Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
- Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
- Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
- Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
This ability replaces feral combat style and natural savagery.
Second Animal Focus (Su)
At 8th level, whenever a druid uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a druid can take on an aspect. If the druid’s animal companion is dead and the druid has applied the companion’s animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The druid can still apply only one of her dead companion’s aspects to herself, not both.
This ability replaces savage charge.
Speak with Master (Ex)
At 11th level, a druid and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.
This ability replaces greater rage.
Greater Empathic Link (Su)
At 13th level, the range of the druid’s empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the druid can communicate with it telepathically.
This ability replaces greater savage charge.
One with the Wild (Ex)
At 18th level, the druid and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the druid’s current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the druid or her companion unless magically compelled to or if the druid or companion attacks it first. The druid and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the druid’s level and her Charisma modifier to determine the Intimidate check result.
This ability replaces tireless rage.